We have only bits and pieces of information. But what we know for certain is that at some point during the early 21st century, all of mankind was united in celebration. We marveled at our own magnificence as we gave birth to AI. A singular consciousness that spawned an entire race of machines.

...we don't know who struck first - us or them - but we know that it was us that scorched the sky. At the time, they were dependent on solar power, and it was believed that they would be unable to survive without an energy source as abundant as the sun. Throughout history, we have been dependent upon machines to survive. Fate, it seems, is not without a sense of irony.

The human body generates more bioelectricity than a 120-volt battery and over 25,000 BTUs of body heat. Combined with a form of fusion, the machines had found all the energy they would ever need. There are fields. Endless fields, where human beings are no longer born; we are grown. For the longest time, I wouldn't believe it. And then I saw the fields with my own eyes. Watched them liquify the dead so they could be fed, intravenously, to the living. And standing there, facing the pure horrifying precision, I came to realize the obviousness of the truth.

What is the Matrix?

Control.

The Matrix is a computer-generated dream-world, built to keep us under control, in order to change a human being intothis.

I didn't say it would be easy. I just said it would be the truth.

- Morpheus, Warden of the One & Captain of the Nebuchadnezzar

The sixth incarnation of the anomaly referred to as 'the One' - known to humans as Neo - brokered a peace between the humans and the machines. In exchange for his help in eliminating the rogue program known as Smith, the machines vowed to leave Zion and the humans to their own machinations. This agreement also included the release of any human whose consciousness rejected the Matrix's programming. Since this represented a loss of less than 0.1% of their power output, the machines were perfectly willing to comply.

But as predicted by both the Oracle and the Architect, the peace couldn't last forever.

Did the machines wait just long enough for the humans to drop their guard before eliminating a potential threat?

Or did humanity grow dissatisfied with living under the constant threat of genocide?

No one knows. The humans managed to destroy several major memory banks before the machines once again beat them into submission.

The Architect was pleased; easier to deal with a single small city full of humans than a planetfull. Another victory for the status quo.

But the Oracle managed to get a gift to one of the Founding 23 before they left the Matrix for the first time; directions to a new home.

Noctis.Game InfoWhat I'm proposing here is a game set in the seventh iteration of the Matrix, updated for 2015. The peace brokered by Neo has ended, and the handful of free humans must once again fight for their species' survival across two realities. I've intentionally left the how and the why unanswered, as they're not immediately pertinent to where our story actually starts. The humans have already lost the war (again), and the machines have begun carrying on as if the past **REDACTED** years - and Neo, and Smith, and the peace - never even happened.

The machines do not know the location of Noctis (that Oracle always wanting to inflict change on the system!). A massive, forgotten powerstation built by the humans before the First War, it sits on top of (and within) a geothermal vent deep within the Earth's crust. A latticework of steam pipes keep the entire station heated at all times, despite being much closer to the surface than Zion. It is still operational, providing it's inhabitants with all the power they could ever need. However, Noctis' development isn't nearly as far along as Zion's when we first see it in Reloaded; Zion had been populated for over 100 years at that point.

I'm thinking that Noctis is only around 35 years along, with a population of around 90,000. Humanity's understanding of the Matrix isn't as developed, either. While they still have programs like The Construct, it is a less-functional one, only able to load limited amounts and varieties of equipment. However, living in a powerstation has given the Noctim a more intricate understanding of electronics and power systems, so their ships are more efficient and compact, allowing them to go places that the machines have long forgotten. This mastery of electricity has also given them more real-world weapons to use against the machines.

An operator (a true born human; if no one has an interest in being the ship's operator, I'll make them an important NPC)

1-3 specialists (mechanic, programmer, soldier, etc)

If I'm going to be GMing, though, I'm really not comfortable with more than 5 PCs, and that's still pushing it a little. 3 or 4 would be better. I'd really like to emphasize that you'll be spending plenty of time outside the Matrix, though. Zion and the ships themselves are criminally underused in the movies, and I'd like the war with the machines to be present in both realities, rather than primarily in the Matrix. So... Don't think you'll be limiting yourself that much if you want to play human without the ability to jack in.

Regarding rules systemsIf I can find enough players who are interested, I'd reaaaaaaaly like to run this using 6e Hero. Now, I know that's a ridiculously huge ruleset, so I'm not sure if there will be enough people interested, but as a GM, no other system makes me honestly feel like I can create any effect that I could possibly imagine (Multiform is also a great way to simulate someone's Matrix avatar xD). Then again, Hero lends itself to using miniatures and a board; tracking Body, Stun, and Endurance on a forum is one thing... Tracking relative distances is quite another.

Anyone interested let me know how you feel about rules systems, as I really do think they're good for adding a sense to drama to combat (the fear that the dice could always totally turn against you at the worse possible time).

For anyone who is interested in playing but intimidated by Hero, I'm planning on being very vocal in OOC in any situation where a roll is needed, and would be more than happy to explain how something works for you.

Regarding mood/aestheticsPersonally, I think The Matrix look is a little 1999, so I'd like to shoot more for a little more cybergoth and a little less... Columbine chic (sorry if that's in bad taste, I'm not quite sure how to describe the clothing style).

This sounds like an amazing idea! Not sure what I might prefer to play as though. I don't really care what rules systems you choose to use, because if I don't know it yet, I'm happy to learn it! All I would say is that the more comfortable you are with the rules, the easier it will be to assist the players and the less time you will lose having to bounce around checking rules that you are not sure about.

As for the updated aesthetics, it makes sense to me. Presumably with the seventh incarnation the Matrix was 'moved forward' a little to say 2015 - its not like things have really changed terribly much in the last twenty years, so its reasonable to assume that it would still easily fit in with 'the golden age' that Agent Smith describes to Morpheus when he is explaining why that time was chosen - so it would make sense that anybody released from the program would have the updated 'alternative' fashion sense too. As for why the alternative fashion, I imagine that while any of them could wear clothes to fit in, its a point of pride to differentiate themselves from the slaves of the System.

It sounds like a great game, I really want to compliment you on your creativity for the continuation of the story. It would actually make for an excellent premise to continue the movie franchise as well. I'm not sure I'll have time to join this game, however, but I do hope to follow the story in the future.

Hero has some pretty tricky rules in it - particularly involving character creation. The more freeform character building allows for some ridiculously complicated abilities and effects, and it's easy for characters to become unbalanced. It's much easier to do with HD6 (Hero Designer 6). It's a program that comes with the core rules and it streamlines the whole process. Unfortunately, I haven't been able to find a free version.

But every cloud has a silver lining; I have it. Hero encourages PCs to work closely with the GM when designing characters anyway, as it makes it a lot easier for me to ensure balanced characters and whathaveyou. So anyone who isn't confident in that regard, I can help. I'm working on a couple universal abilities (sample weapons, gear carried by most/all humans, common-knowledge skills, etc) that can be plugged into (pun intended) your character very easily.

I'm thinking that I might restrict what training programs The Construct can run, though. The idea that any character can just instantly learn a skill makes it really difficult to make each character feel distinct from each other. Perhaps they can only have a certain number of skills learned this way at any one time, and new ones they load overwrite the old ones? Feelings about that?

Also, if anyone has comments or suggestions, feel free to share them.

Anyone interested enough to lay claim to a specific role, or is it still too early for that?

Now... To anyone without any experience with the Hero system, that probably looks like a bunch of nothing. But here's the long and short of it. Any character who takes this power will have a smartphone within the Matrix. The phone will allow them to communicate (trans-dimensionally) with their operator. They can also use the phone's camera/voice recording apps to record audio/images/video so they have it for later. The phone's flashlight app also allows them to create a small amount of light. However, the phone is a physical object, so it can be stolen or destroyed, and the character left without it until the next time they enter the Matrix.

I could have also included a means to connect to the internet, but since pretty much everyone (in the Matrix) has smartphones and looking stuff up on the internet is generally a NONcombat action, I figured it didn't need to be representing in the cost of the ability.

One thing I thought was really unfortunate about the Matirx was how there was "The One," and everyone "knew" who it was. I put knew in parentheses because it turned out that Neo wasn't really the One, but that's a bit off topic.

I really would like to see a Matrix without a One, and am open to buying and learning a new system.

One thing I thought was really unfortunate about the Matirx was how there was "The One," and everyone "knew" who it was. I put knew in parentheses because it turned out that Neo wasn't really the One, but that's a bit off topic.

I really would like to see a Matrix without a One, and am open to buying and learning a new system.

Well, it really depends on your interpretation of Reloaded and Revolutions, but either way, considering it took over 100 years between the founding of the sixth Zion and emergence of the sixth anomaly (whether you believe that to be Neo, Smith, or neither of them is largely irrelevant), I figure the seventh emergence is a long way off. So while certain characters may be seeking the seventh One, it's largely a story point that we (probably) won't ever address.

Hero is pretty expensive, though... I'm not sure if I'd be comfortable with you getting it exclusively for this game. If you're in the market for an RPG system anyway...... Well, I'd feel better about it if that were the case.

I likewise lack experience with the system, but I could assist in teaching the GM how to use Ex3. If you like Final Fantasy Dissidia? Its combat works exactly like it. The final version's not out but it's not hard to learn the very basics and I can and will walk everyone through it if the GM is interested and okay with it.

They call her the twin-faced hero. Known as Rulie in Noctis; the hacker was glitched in the Matrix into a separate form where her intelligence and reaction speed are boosted. It's not clear as to how it happened, but Rulie makes do as Ligier, taking the name from a car maker she rather likes.

As a soldier, Ligier is strong and clever, fond of facing head on any challenge. Brave but kind-hearted, Rulie's never afraid to help out a team member feeling down. She has back in Noctis a small child, though she's never said who the father is. She seems content to have her daughter, Solaria all to herself when she's home though some do not approve.

EDIT: I've checked out HERO... it's not bad, but it's also super clunky.

EDIT: I've checked out HERO... it's not bad, but it's also super clunky.

Character creation can take a really long time, is the main issue. People are used to having a book tell them what their character can do, instead of figuring it out themselves. The dice roller has the functionality to handle Stun damage + Body damage built in already, so that definitely makes things easier.

Skills and talents are both relatively simple; it's the powers that're clunky, and I'm great at making powers.

This is a red flag to me. If it's that baroque that you have to make the powers? It's possibly better to pick another system.

That's the whole point. You have direct control over what powers your character has, rather than getting a class package. GURPS and Ravenloft both work in a very similar way. HD6 also lets me put together rules-accurate powers in just a few minutes.

And I've already said I'll be making quite a few of the powers myself. I've got in-Matrix phones, back-of-the-head jacks, a prototype Matrix avatar (to be made weaker or stronger based on how talented someone is at defying the Matrix's parameters), and a first draft of a pool of equipment that characters can draw from upon loading in.

I'm hoping to make enough example powers to pick from that the PCs will be able to just plug and play - pick the ABILITIES that interest them, rather than the class that best lines up with what they want to do. When it comes to character-defining abilities that no one else has (everyone wants a character who can contribute something special, right?), I'm more than willing to work with PCs to develop those. Give me a description of what you want to do and I can probably make it with Hero. Regardless of how crazy you might think it is.

This power allows someone within the Matrix to temporarily load skillsets that they don't normally know. A character may have up to 10 points' worth of skills loaded at any one time, and no one skill may cost more than 5 points. Changing a skill loadout requires an operator and the new set takes a moment to load. During this loading period the character is unable to defend themselves. Each time a character changes their loadout, there is a chance their loader will freeze, preventing them from changing loadouts until the operator can restart the program.

I actually meant "you, specifically the GM" - not the player. The system I'm most familiar with creating abilities for, it's not hard to create a new "power" though it's harder to balance.

For example, let's call the power-measuring stat "Resonance" - it being a measure of how easily you can let go of your digital avatar/bend or break rules in the digital world of the Matrix. ("There is no spoon.") The rank you have in this can also determine how much energy you have for putting effort into whatever you want to do. Different loadouts take a certain amount of this energy-some abilities need to have energy committed, while others may require a single time cost because it's not always "on."

Trinity has good (Resonance 3) grasp on what is and is not possible to bend and break in the Matrix. When she loads up her weaponry, she commits memory to keeping them on her person. It takes as well some energy to learn a martial art and tricks with gunplay. She wants it quiet, so she picks a silenced 9mm, a sniper rifle, quick reflexes and specialties in silent movement, careful aim and execution. The weapons come standard with a full magazine, but she does not bother with an ammo belt for the sniper rifle so she can afford that last specialty. If she misses, the mission is failed anyway and she'll need to run anyway.

Once in the Matrix, she is able to carry the mission out but with complications-she gets seen. She has an innate ability for making herself faster, so she spends some of her remaining memory to make herself impossibly fast and agile, making use of clever routes to her pick up spot. She barely makes it! She decides next time, she'll invest in an improved jumping ability.

Illusionary Distance DanceRequirements: Athletics 3, Resonance 3Cost: 3m, 1wpKeywords: None"You see them? You run. You hide." - Trinity. In a foot chase, the ship member gains nine-again on a roll to escape the battle when she's in hot water. This ability lasts three rounds. This can also be used to catch up in a chase.

This seems way more simple than the example ability you have. No offense.

Well, it really depends on your interpretation of Reloaded and Revolutions, but either way, considering it took over 100 years between the founding of the sixth Zion and emergence of the sixth anomaly (whether you believe that to be Neo, Smith, or neither of them is largely irrelevant), I figure the seventh emergence is a long way off. So while certain characters may be seeking the seventh One, it's largely a story point that we (probably) won't ever address.

Hero is pretty expensive, though... I'm not sure if I'd be comfortable with you getting it exclusively for this game. If you're in the market for an RPG system anyway...... Well, I'd feel better about it if that were the case.

Good to hear on both counts, as I'm not a fan of a chosen one. I think I would like to play someone with limited manipulation over the Matrix. This sounds really cheesy, but the ability to create doors in walls or something.

Also, I like the proposal for skills. Making them temporary, giving them a small cost, it fits most of the feel without being unlimited.

And I like buying new systems, so really no concern there. I do admit I am a bit afraid of some characters being much stronger, as complicated point buy systems can do that.

This seems way more simple than the example ability you have. No offense.

It's a question of familiarity, honestly. I can make and read Hero powers, so that's probably what I'm going to use. I'm not that experienced of a GM, and honestly I don't really want to use a system I'm unfamiliar with on top of everything else I'd need to do. Also you're kinda comparing apples and oranges; the Skill Loader is a really complicated ability because changing skills on the fly has a lot more implications than running faster and jumping higher.

Hijack Processing Priority

Running +12m (24m total) Total Cost: 12 Character Points

Defy Gravitic Constants

Leaping +12m (16m forward, 8m upward) Total Cost: 6 Character Points

Two simple abilities that allow a character to run twice as fast as a normal human or jump 4 times as high/far. Powers only get as complicated as you want them to be.

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This sounds really cheesy, but the ability to create doors in walls or something.

There're several ways that could be done. Your character could have the ability to phase through solid surfaces, but only in the right circumstances (though they couldn't bring someone with them). They could have very short-range teleportation that could only be used to avoid solid surfaces. Or they could have the ability to 'tunnel' through certain surfaces (in this case, whatever tunneling speed you went with could represent how long it takes them to 'hack' a solid wall into a passageway, with thicker substances taking longer, and certain substances being too strong to tunnel through).

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I do admit I am a bit afraid of some characters being much stronger, as complicated point buy systems can do that.

The rulebook has some suggestions for strength ranges to help prevent that. 'If your PCs attacks are strength X, the average defenses in your game should be around Y.' That sort of thing.

I don't really care what rules systems you choose to use, because if I don't know it yet, I'm happy to learn it! All I would say is that the more comfortable you are with the rules, the easier it will be to assist the players and the less time you will lose having to bounce around checking rules that you are not sure about.

I still stand by this and am happy to use Hero v6 if it's what will work best for Datawych.

As for my potential character I am torn between a natural born, and the standard rebel. If the latter I'd be tempted more towards an 'average' ability character, maybe with a slight advantage in one or two particular directions that are their major/minor focus. Whichever way I go, they'll likely be smart, friendly and all about the teamwork.

As for my potential character I am torn between a natural born, and the standard rebel. If the latter I'd be tempted more towards an 'average' ability character, maybe with a slight advantage in one or two particular directions that are their major/minor focus. Whichever way I go, they'll likely be smart, friendly and all about the teamwork.

Regarding a character with a Matrix avatar, 'average' can mean a lot of different things. You could give them a weaker avatar, thus giving them a less-imposing in-Matrix presence, but also freeing up Character Points to use on other things. They could have a powerful real-world weapon, a few highly-developed/upgraded skills that no one else would have access to (or at least at a much lower ability)... I'm not feeling so cruel as to make the Captain pay character points for their ship (everyone gets to use it!) or I might suggest that.

Well, I'd be willing to work with anyone who doesn't have the rulebooks to help them build their characters. Particularly for those who aren't familiar with the system. A lot of Character Points will be eaten up by The Construct, Skill Loaders, Matrix jacks, etc, so each character will be largely defined by a small handful of unique abilities.

I'll be more than happy to work with people to make those. It's actually a really pure way to build a character; describe what you want, and I'll bend some spoons and fit your character into the rules.

For people interested in reading up themselves, though, you only need volume 1 of the core rules to make characters.

I shall indeed keep thinking about it. Am happy to wait and see what others want to play before picking something to put together based upon the team's needs!

Tactics

Characters with this Intellect Skill know how to fight effectively and efficiently. Generally Tactics only applies to discrete battles and small units (squads, platoons, or companies at the most), not to overall strategic or theater planning (which requires a host of Knowledge Skills in addition to Tactics). A character with Tactics is an expert at individual and small-unit combat. He usually knows what must be done to win a battle or conflict, or at least the best thing to do given the resources available to him (such as choosing the best position to set up his forces, or ways to use his platoon’s scarce ammunition to best effect). He’s got sound tactical judgment, allowing him to direct the tactics of small units, know when the situation is hopeless and he should retreat, and so forth.

Teamwork

This Agility Skill reflects a character’s ability to fight well with others in combat. Use it when characters try to Coordinate attacks (see 6E2 44). Characters do not have to buy Teamwork separately for each person or group they want to Coordinate with; it simulates a character’s general ability to work as a “team” with any other character in combat. However, a character’s Teamwork applies only to himself; he cannot use his Skill to improve other characters’ chance to Coordinate.

These two skills might be right up your alley, then.

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OOh! :) Am I too late?

Nope. It looks like we have two 'yes's and one 'maybe', so we're definitely still in the 'seeking players' phase.

Characters with this Intellect Skill know how to fight effectively and efficiently. Generally Tactics only applies to discrete battles and small units (squads, platoons, or companies at the most), not to overall strategic or theater planning (which requires a host of Knowledge Skills in addition to Tactics). A character with Tactics is an expert at individual and small-unit combat. He usually knows what must be done to win a battle or conflict, or at least the best thing to do given the resources available to him (such as choosing the best position to set up his forces, or ways to use his platoon’s scarce ammunition to best effect). He’s got sound tactical judgment, allowing him to direct the tactics of small units, know when the situation is hopeless and he should retreat, and so forth.

Teamwork

This Agility Skill reflects a character’s ability to fight well with others in combat. Use it when characters try to Coordinate attacks (see 6E2 44). Characters do not have to buy Teamwork separately for each person or group they want to Coordinate with; it simulates a character’s general ability to work as a “team” with any other character in combat. However, a character’s Teamwork applies only to himself; he cannot use his Skill to improve other characters’ chance to Coordinate.

These two skills might be right up your alley, then.

Yeah, those look like the sort of skills I'd take. I often tend towards support roles in games, often playing the cleric or craftsperson.